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BossChargeEffect.cpp
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BossChargeEffect.cpp
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//=====================================
//
//ボスチャージパーティクル処理[BossChargeParticle.cpp]
//Author:GP12A332 21 立花雄太
//
//=====================================
#include "BossChargeEffect.h"
/**************************************
マクロ定義
***************************************/
/**************************************
BossChargeParticleコンストラクタ
***************************************/
BossChargeParticle::BossChargeParticle()
{
D3DXVECTOR2 temp = D3DXVECTOR2(8.0f, 8.0f);
SetAnimParameter(&temp);
}
/**************************************
BossChargeParticle初期化
***************************************/
void BossChargeParticle::Init()
{
cntFrame = 0;
active = true;
transform.Rotate(0.0f, 0.0f, RandomRangef(0.0f, 360.0f));
const float PosRange = 5.0f * transform.scale.x;
transform.pos.x += RandomRangef(-PosRange, PosRange);
transform.pos.y += RandomRangef(-PosRange, PosRange);
lifeFrame = 60;
}
/**************************************
BossChargeParticle更新処理
***************************************/
void BossChargeParticle::Update()
{
cntFrame++;
float t = (float)cntFrame / lifeFrame;
Animation(t);
if (cntFrame == lifeFrame)
{
active = false;
}
}
/**************************************
BossChargeEmitter初期化
***************************************/
void BossChargeEmitter::Init()
{
cntFrame = 0;
active = true;
transform.scale = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
duration = 90;
}
/**************************************
BossChargeEmitter更新処理
***************************************/
void BossChargeEmitter::Update()
{
cntFrame++;
const float DeltaScale = 0.02f;
transform.scale += D3DXVECTOR3(1.0f, 1.0f, 1.0f) * DeltaScale;
if (cntFrame == duration)
{
active = false;
}
}
/**************************************
BossChargeParticleController初期化
***************************************/
void BossChargeParticleController::Init()
{
D3DXVECTOR2 temp1 = D3DXVECTOR2(30.0f, 30.0f);
D3DXVECTOR2 temp2 = D3DXVECTOR2(8.0f, 8.0f);
MakeUnitBuffer(&temp1, &temp2);
MakeUnitBuffer(&temp1, &temp2);
LoadTexture("data/TEXTURE/EFFECT/EnemyBulletCharge.png");
particleContainer.resize(1023);
for (auto&& particle : particleContainer)
{
particle = new BossChargeParticle();
}
emitterContainer.resize(4);
for (auto&& emitter : emitterContainer)
{
emitter = new BossChargeEmitter();
}
}
/**************************************
BossChargeParticlrController放出処理
***************************************/
void BossChargeParticleController::Emit()
{
ForEachEmitter(5, [](BaseEmitter* emitter, BaseParticle* particle)
{
particle->transform = emitter->transform;
particle->Init();
});
}